Added first assets
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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struct Material {
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vec3 baseColor;
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uint index;
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};
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struct Light {
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vec3 color;
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uint intensity;
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};
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struct Scene {
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uint lightsCount;
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};
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vec3 directional_light = vec3(-1.0,-1.0,-1.0);
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layout(set = 0, binding = 0) uniform SceneData {
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layout(align = 16) Scene mesh;
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} SceneBuffers[];
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layout(set = 0, binding = 1) uniform LightBuffer {
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layout(align = 16) Light lights[];
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} LightsBuffers;
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// layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) in vec3 normal;
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layout(location = 1) in vec3 color;
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layout(location = 2) flat in Material material;
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layout(location = 0) out vec4 outColor;
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void main() {
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float intensity = ((dot(normalize(normal), normalize(directional_light)) +1)/2.0)+0.05;
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outColor = vec4(color * intensity, 1.0);
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}
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